I Think this also has to do with range, sometimes clicking on the garrison will work but at max range usually he shoots the building instead where as getting closer he seems to like hitting infantry more |
I think with regard to the greyhound in addition to buffing the unit, it should be unlocked from 0 cps after building either the Lieutenant or captain. This way it is not coming out later than literally every other light vehicle. I just don'ta think the CP system works well for light vehicles
I agree with your suggestion on I&R pathfinders, if they could fight they would be worth it.
I think your paratrooper drop would be good, but i would suggest changing it to be like the Off map combat group. I think it should be super cost effective. right now you hardly get any discount on the units but you must anti up a massive amount of manpower to do so, waiting that long and getting random weapons should yield a greater return in the form of bonus units. It literally costs more than a tiger ace for a signifigantly lower payoff.
With respect to the airborne commander i think it would be more viable with some small changes
1.Pathfinders are buffed(they are far behind JLI for 10 less manpower)
2.The AT gun and MG cost munitions to drop in exchange for a reduced manpower cost. This can be like the new british commander. (don't have it myself but the premium one w/o a croc). It would be a fair tradeoff since it would trade late game p47s for a greater mid game presence.
Right now Airbourne has 4 manpower based call ins so you will have trouble getting the most out of the commander, getting more cost efficient infantry from pathfinders and greater field presence from support weapons might make the commander more appealing but hopefully not too overpowering.
Mechanized is going to live or die with how good the jeep and Halftrack assault group are. Would love to be able to equip it for the artillery though |
If your losing just run away before he can kill too many rifles, if you going to lose the map anyways save the manpower |
I posted this in bug forums last week, it is correct there are at least 2 abilities i know of that do not need vision, the Railway like strike for 250 munis and the artillery commanders 4 cp ability.
However the 4 cp ability does use on map howitzers so vision requirements are questionable, otherwise it would just be paying 100 munis so you don't have to run in tommies to pop smoke |
They started it with scavenge arty which could 1 shot usf bases if you stored enough munis, but if you can destroy a base with arty its either
A. Not just the arty is destroying the base
B. The arty is too strong, nerf it vs buildings(i think Units are fair game since they can move and take potentially 0 damage) |
In lategame Volks serve no purpose except capping, crewing, and AT. Lategame OKW has no assault units, making them A-move focused, poor in close quarters, and exaberating their MP float problem. Having Volks transition from early game line that is supported by Sturms to lategame assault that supports Obers makes perfect sense. (Lategame Sturms are repairing/engineering, thus not ready for combat duty.)
I figure at vet 3 2 MP44 with stats similar to Con PPSH, maybe a tad better. At vet 5 they would get two more, meaning with Shrek upgrade entire squad would have assault rifles.
Obviously this effect shouldn't be overpowering at all- slowly decreasing long range power, encouraging attacking/taking casualties- while having Volks remain the "potent, frontline infantry" they should be at all game stages.
Idea could use tweaking but is good in principle, OKW has NO dedicated CQC assault units and currently Volks are overshadowed by call-in troops.
the long range on the volks kar is weak enough that giving them panzergrenadier's mp44 will be a straight upgrade.
OP stated that the stats would be similar to the PPSH on cons not the Pgs mp44 |
Ostheer meta is pretty diverse, there are at least 4-5 commanders that seem viable and all the tiers and units seem good except sometimes pgs dont work(sometimes they do well) and t4 which is hurt by the massive price barrier and the brumbar being possibly the least cost effective unit in the game
These are small concerns compared to a faction like the soviets that has several underperforming t1 and t4 units in exchange for OP KV8s that can wipe squads in like 4 seconds
Or Even compare them to OKW which goes double ISG EVERY SINGLE GAME |
Even if volks got some kind of weapon upgrade through vet i think it would be counterproductive to make a long range squad get a close range weapon after vet. If you have a volk blob b/c engagements are long range your whole army changes its function after vet which would be awkward to handle |
Steam Name:Hon3ynuts
ID: 76561198055190850 |
After watching OCF and even just playing the game for a while you don't see soviet snipers particularly often, and even when they come out they don't seem to produce even close to the level that a German or British sniper can achieve. 30-60+ kill snipers were seen with some frequency during the tourney but soviet snipers did not seem to break double digits in many instances.
Is it just my experience or does the soviet sniper not cut it anymore? The german sniper has 82 HP while the soviet squad has 96 hp with 2 models but a much slower fire rate. Perhaps this is just my experience and observation but the soviet sniper just seems to have lower firepower for about the same if not less survivability(worse camo, worse vet 1 ability, more likely to bleed 1/2 models).
Is the soviet sniper balanced, too strong(it still has 2 models and more HP requires little tech investment) or too weak?
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